//> gl_GlobalInvocationID: uint3 {0, 0, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {0, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {0, 0, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.000000, 0.000000, 0.000000, 0.000000}
22. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.000000, 0.000000, 0.000000, 0.000000}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.000000, 0.000000, 0.000000, 0.000000}
//  cos(): float {1.000000}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {0, 0, 0}
//  color: float4 {0.000000, 0.000000, 0.000000, 0.000000}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {0, 12, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {0, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {0, 12, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.000000, 0.800000, 0.800000, 0.000000}
22. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.000000, 0.800000, 0.800000, 0.000000}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.000000, 0.800000, 0.800000, 0.000000}
//  cos(): float {0.696707}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {0, 12, 0}
//  color: float4 {0.000000, 0.800000, 0.800000, 0.000000}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {0, 4, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {0, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {0, 4, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.000000, 0.266667, 0.266667, 0.000000}
22. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.000000, 0.266667, 0.266667, 0.000000}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.000000, 0.266667, 0.266667, 0.000000}
//  cos(): float {0.964655}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {0, 4, 0}
//  color: float4 {0.000000, 0.266667, 0.266667, 0.000000}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {0, 8, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {0, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {0, 8, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.000000, 0.533333, 0.533333, 0.000000}
22. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.000000, 0.533333, 0.533333, 0.000000}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.000000, 0.533333, 0.533333, 0.000000}
//  cos(): float {0.861117}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {0, 8, 0}
//  color: float4 {0.000000, 0.533333, 0.533333, 0.000000}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {12, 0, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {3, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {12, 0, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.800000, 0.000000, 0.000000, 0.800000}
22. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.800000, 0.000000, 0.000000, 0.800000}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.800000, 0.000000, 0.000000, 0.800000}
//  cos(): float {1.000000}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {12, 0, 0}
//  color: float4 {0.800000, 0.000000, 0.000000, 0.800000}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {12, 12, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {3, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {12, 12, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.800000, 0.800000, 0.800000, 0.800000}
22. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.800000, 0.800000, 0.800000, 0.800000}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.800000, 0.800000, 0.800000, 0.800000}
//  cos(): float {0.696707}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {12, 12, 0}
//  color: float4 {0.800000, 0.800000, 0.800000, 0.800000}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {12, 4, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {3, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {12, 4, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.800000, 0.266667, 0.266667, 0.800000}
22. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.800000, 0.266667, 0.266667, 0.800000}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.800000, 0.266667, 0.266667, 0.800000}
//  cos(): float {0.964655}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {12, 4, 0}
//  color: float4 {0.800000, 0.266667, 0.266667, 0.800000}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {12, 8, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {3, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {12, 8, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.800000, 0.533333, 0.533333, 0.800000}
22. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.800000, 0.533333, 0.533333, 0.800000}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.800000, 0.533333, 0.533333, 0.800000}
//  cos(): float {0.861117}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {12, 8, 0}
//  color: float4 {0.800000, 0.533333, 0.533333, 0.800000}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {4, 0, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {1, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {4, 0, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.266667, 0.000000, 0.000000, 0.266667}
22. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.266667, 0.000000, 0.000000, 0.266667}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.266667, 0.000000, 0.000000, 0.266667}
//  cos(): float {1.000000}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {4, 0, 0}
//  color: float4 {0.266667, 0.000000, 0.000000, 0.266667}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {4, 12, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {1, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {4, 12, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.266667, 0.800000, 0.800000, 0.266667}
22. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.266667, 0.800000, 0.800000, 0.266667}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.266667, 0.800000, 0.800000, 0.266667}
//  cos(): float {0.696707}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {4, 12, 0}
//  color: float4 {0.266667, 0.800000, 0.800000, 0.266667}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {4, 4, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {1, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {4, 4, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.266667, 0.266667, 0.266667, 0.266667}
22. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.266667, 0.266667, 0.266667, 0.266667}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.266667, 0.266667, 0.266667, 0.266667}
//  cos(): float {0.964655}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {4, 4, 0}
//  color: float4 {0.266667, 0.266667, 0.266667, 0.266667}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {4, 8, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {1, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {4, 8, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.266667, 0.533333, 0.533333, 0.266667}
22. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.266667, 0.533333, 0.533333, 0.266667}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.266667, 0.533333, 0.533333, 0.266667}
//  cos(): float {0.861117}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {4, 8, 0}
//  color: float4 {0.266667, 0.533333, 0.533333, 0.266667}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {8, 0, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {2, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {8, 0, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.533333, 0.000000, 0.000000, 0.533333}
22. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.533333, 0.000000, 0.000000, 0.533333}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.533333, 0.000000, 0.000000, 0.533333}
//  cos(): float {1.000000}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {8, 0, 0}
//  color: float4 {0.533333, 0.000000, 0.000000, 0.533333}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {8, 12, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {2, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {8, 12, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.533333, 0.800000, 0.800000, 0.533333}
22. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.533333, 0.800000, 0.800000, 0.533333}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.533333, 0.800000, 0.800000, 0.533333}
//  cos(): float {0.696707}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {8, 12, 0}
//  color: float4 {0.533333, 0.800000, 0.800000, 0.533333}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {8, 4, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {2, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {8, 4, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.533333, 0.266667, 0.266667, 0.533333}
22. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.533333, 0.266667, 0.266667, 0.533333}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.533333, 0.266667, 0.266667, 0.533333}
//  cos(): float {0.964655}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {8, 4, 0}
//  color: float4 {0.533333, 0.266667, 0.266667, 0.533333}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {8, 8, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {2, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {8, 8, 0}
16. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
22. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
23. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
//  cos(): float {0.861117}
23. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {8, 8, 0}
//  color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
25. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

